World Interactions (Skyrim)

Unlike quests, favors, and objectives, which typically involve a specific person or location, World Interactions and Encounters occur randomly, and they almost never occur in the same place.

World Interactions are random and usually very small-scale events that occur in populated areas, such as settlements, towns, or cities. They require the player to perform an action, and the consequences are then detailed. The Dragonborn has very little control over when World Interactions appear. The following tables show all the World Interactions available across Skyrim. These are split up based on the actions needed to get a reaction.

These are listed in the following tables, along with a description of the interaction and any prerequisites (such as completing quests) need to have been accomplished.[1]

Contents

These Interactions may commence any time an item is added to the inventory.

World Interaction

Description

Prerequisites

An Interested Party

The Dragonborn picks up an item. A nearby resident approaches them and asks, "Did you find anything good?"

Inside a city, settlement, or town, but not inside a building.

Watching the Rummager

The Dragonborn takes something from a barrel, sack, crate, or container where "refuse" is usually placed. A nearby resident asks, "What's he/she doing rummaging around in there?" A second resident (if there is one nearby) replies, "Perhaps he/she is looking for food?"

Inside a city, settlement, or town, but not inside a building.

Tailing the Thief

A few days after stealing an item, three thugs confront the Dragonborn and attack. On one of the thugs' bodies is a Contract signed by owner of the stolen item.

These Interactions begin when the Dragonborn assaults someone. This means striking them and then stopping before killing them (brawls don't count).

World Interaction

Description

Prerequisites

Apologize or combat

After assaulting someone within view of others, the crime may be reported. Sometime in the future, the player is stopped by a resident, a relative of the person who was attacked. Dialogue options include; Apologize (and the relative walks away), or remain unapologetic, resulting in an attack.

Attacking a resident of a town or city.

Scare my Enemy

After assaulting someone within view of others, inside a settlement, town, or city, the Dragonborn receives a letter from a courier. A [randomly determined resident] with an enemy has seen your assault and wants someone roughed up. Meet the impressed party, agree, and then find the [randomly determined foe], roughing them up (but not killing them).

Attacking a resident of a town or city.

Hello flavored on previous assault

After assaulting someone inside a settlement, town, or city, the next time the player comes across them, the victim remembers the assault and mentions this.

These Interactions may begin once someone nearby witnesses the Dragonborn casting a magic spell.

World Interaction

Description

Prerequisites

The Invisible Boy

A young boy sees the player casting a spell, and asks if they can "make [him] invisible." Even when choosing to agree, no spell will be cast*. The Dragonborn can tell the child that he is now invisible and he will run off, trying to scare people.

*The original intent of this scene may not have been to lie to the child. There is a spell that was never made playable called Fade Other that can be used to turn NPCs invisible. Children even have unique, fully voiced dialog lines with conditions linked to this spell, which lends further evidence to this theory.

Casting magic within the vicinity of child.

Lollygagging Looky-Loos

If you're inside a settlement, town, or city with a spell effect that creates a dangerous "sheen" or effect around your person, such as Flame Cloak, bystanders will murmur in alarm, and a crowd may start to form around you until you've dispelled the effect or it wears off.

Casting magic with a "dangerous" effect around you.

Quiet, Please

Employ a Shout in a populated settlement, town, or city, and a nearby Hold Guard may run up and sternly warn you to stop, as it's making the locals nervous.

Employ a Shout in a populated settlement, town, or city, and you may receive a Courier's letter soon afterwards, from a mysterious "friend" who gives directions to a nearby [random dungeon] that contains a Word Wall inside.

These Interactions may begin when you enter a settlement, town, or city.

World Interaction

Description

Prerequisites

Courier Catch-Up

As you enter, you may be greeted by a courier with a letter or multiple letters. These may invite you to begin quests, locate areas of interest, or follow up on rumors you've heard, or they simply update your objectives. Consult the individual prerequisites of quests you may be interested in to find out more.

Entering a location.

No Nudity

Enter a location without wearing any clothes, and the locals may comment on your appearance and ask you to put on some more appropriate attire. This may also happen if you have transformed into a werewolf, and a friendly NPC sees you.

Entering a location without clothing equipped.

Careful, Now

Enter a location brandishing a weapon, and you may find locals asking you about it. Innkeepers and merchants may tell you to be careful brandishing such an implement. Sheath your weapon to stop this talk.

Entering a location with weapons unsheathed.

The Enraged Mage

Enter a location, and a random wizard steps forward to challenge you to a duel. Kill the wizard (without accruing any Bounty, as you were challenged). You don't have to use magic, although the wizard may protest at this.

Entering a location.

The Engaged Mage

Enter a location, and [a random student of magic] steps forward to ask you about learning ward spells. Oblige the student if you wish.

Entering a location.

Gift Giving

Enter a location, and a person you've befriended (e.g., by completing a Favor) hands you a gift. This won't be the Jarl, though.

Entering a settlement, town, or city after befriending one or more of the population there

Games Without Frontiers

As you enter, you may see a group of children playing a game. Talk to them, and they may ask you to join them. The game will be either hide-and-seek or tag. Agree or decline. Play the game if you wish.

Entering a location, speaking to a child.

Dragon Attack!

Enter a different location once the dragons return to Skyrim, and the guards yell out a warning as the residents scatter. A dragon swoops down into the settlement and attacks! Flee or fight.

These Interactions may begin when you or a nearby person sees or interacts with a corpse.

World Interaction

Description

Prerequisites

Suspicious Behavior

Residents step up to the corpse and look at it. A soldier usually tells folks to disperse and begins to interrogate you. Residents begin to wonder out loud if you're the murderer. You can protest your innocence (the guard leaves you alone) or offer an unpleasant response (which gets you arrested).

You're near a dead body (optionally with weapons unsheathed), but no one saw you kill this person.

Dead Dragon

Residents step up to the remains of a dragon, remarking as you absorb the Dragon Soul.